SHoD PC10

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CHARACTER: House



PLAYER: Unknown



ROLE: Brawler / Frontline

RANK: Seasoned



ANCESTRY: Ogre (Half-Giant)



QUOTE: "I don't use weapons, and I don't wear armor. Now please, mind the suit."

Portrait of House

BACKGROUND



An ogre raised in Sharn, House (so nicknamed by his more diminutive compatriots) fell in with a rough crowd from a young age. Almost certainly destined for a life of criminal enforcement, House's size and strength was worth a fortune to mercenary companies during the Last War.

He saw and did horrible things during the intense battles, but he survived. Once the fighting was done, he vowed to never don armor, nor hold a weapon again. Using the lion's share of his mercenary income, he purchased a suit, tailored to his massive frame, the height of Sharn fashion.

Unfortunately, he soon found what little funds remained from his mercenary days quickly drying up. In need of cash (and a respite from Sharn after a dalliance gone wrong) one of his old war buddies told him about a job out near Elsir Vale...

PERSONAL MOTIVATIONS

  • Uphold his solemn vow to never don armor, nor hold a weapon again.
  • Earn enough coin to maintain his dapper lifestyle and tailored suit.
  • Find lucrative work near Elsir Vale to escape the fallout of a Sharn dalliance gone wrong.
ATTRIBUTES & DERIVED STATS
CORE DERIVED
Agility: Strength: Pace: 6
Smarts: -1 Vigor: Parry: 6 (7 Unarmed)
Spirit: Size: +3 Toughness: 11
SKILLS
Athletics Language (Native)
Fighting Gambling +1
Stealth Persuasion +1
C. Knowledge -1 Notice -1
Intimidation -2
HINDRANCES
EDGES ANCESTRY ABILITIES (HALF-GIANT) ADVANCES
  • Brawler: +1 Toughness, +d4 damage to unarmed strikes.
  • Dirty Fighter: +2 to Trick maneuvers.
  • Frenzy: Roll second Fighting die in one melee attack.
  • Martial Artist: Unarmed Fighting +1, count as Natural Weapons.
  • Trademark Weapon: Unarmed.
  • Mystic Powers: Barbarian.
  • Attractive: Granted by Dapper Suit.
  • Killer Instinct: Granted by Dapper Suit.
  • Big: -2 when using equipment designed for smaller beings. Cannot wear humanoid armor/clothing. Equip/food costs double.
  • Boneheaded: Smarts rolls are made at −1.
  • Clueless: Reduce Common Knowledge and Notice rolls by 1.
  • Illiterate: Cannot read or write.
  • Very Strong: Size increases max Strength to d12+2.
  • Very Tough: Limit is increased to d12+2.
  • Novice: Edge (Martial Artist)
  • Novice: Edge (Brawler)
  • Novice: Edge (Trademark Weapon - Unarmed)
  • Seasoned: Edge (Frenzy - custom)
  • Seasoned: Edge (Dirty Fighter)
STATUS & TRACKS
Wounds ☐ ☐ ☐
Fatigue ☐ ☐
Incapacitated
GEAR & COMBAT LOADOUT
ITEM DETAILS & NOTES
Dapper Suit Inverts Outsider Hindrance (accepted by civilized peoples, shunned by wilder ones). Causes Mild Mannered to wild peoples. Grants Killer Instinct, Attractive, and +1 to Gambling trait rolls. If soiled or damaged, Outsider returns.
Unarmed Strikes Range: Melee, Damage: Str+d6. +2 to Hit, +1 Parry.
Random Throwables Range: 4/8/16, Damage: Str+d4, ROF: 1. (Athletics, Thrown)
MYSTIC POWERS (BARBARIAN)
Power Cost Range Description
Mystic Powers Varies Varies Specific powers derived from the Mystic Powers (Barbarian) Edge. (See rulebook for exact power list and PP limits).

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